Order Turret Control right away, because you're going to be ambushed. After about 20 minutes of building up your forces, the Rebels stop coming. Take the first two bunkers, and hole up for a while. Oh, and AT-AA are critical for this mission, you'll need about 8 of them. I heard that it was easier to just kill all the Rebels, and then zip Dellis around on a Speeder Bike.

At the moment I've gone straight north and taken the first two facilities, then gone west and taken another, plus the Rebel command centre.

I've got rid of the huge hovertank buildup nearby the centre, but haven't taken the facility alongside it because the rebs will pound it to dust and I'll lose the mission.

So I went southwest and found the next rebel command centre. My AT-STs would have ripped it to shreds, were it not for those ******** airspeeders. Trouble is, I only had two AT-AAs, and I was unable to get them downing the speeders before being destroyed.

So now I need six AT-AAs, six AT-STs to protect them, but only have 200 command points. Help!

I'm on Escape from Kalaan, and I'm getting killed. I got Luke, the TR-MB, and the two turrets right next to it with zero losses, but after that I get whomped... any hints? I hardly get far enough to recruit the Kalaanites, and by then it is too late.

For Kalaan, capture the two turrets near the TR-MB and the commander center. Leave a coupla troopers near the two stormtroopers. Have your remaining troops rally in the area between the artillery piece and the TR-MB. (FYI, once you've captured the base and turrets, go ahead and have the troops you sent in come out again.) Stick Tantor and Skywalker in the TR-MB.

When you're ready to roll out, off the two stormtroopers. You need to kill them because they will try to retake the captured base -- and, if that happens, the artillery will fire at the TR-MB. (The captured turrets might kill the troopers -- actually, I don't remember having to set aside to guys to take care of them. Huh.) Well, anyway, try to kill the troopers at some point where the AT-ST isn't close enough to fire on the TR-MB or your troops -- maybe with the AT-ST near the captured base and the two enemy stormtroopers lingering near the TR-MB? Give it a shot.

Time for the TR-MB to roll out. Split your troops into two groups of about four. Using the hills for cover, go capture the two nearby turrets. The turrets are invaluable in dealing with the AT-STs that come at you. Leave some fellas in the turrets because the Empire will try to recapture them. Recruit the six natives to the east of the lower turret. Then, just inch your way up. Make sure you take that first left turn, just north of the first turret you stumble across. You'll eventually recruit a native AT-ST, but it actually isn't much use by the time you get it.

This is a fun level -- just gotta watch your step. Capturing turrets is essential to survival.

I agree with EEMeltonIV . The key to Escape from Kalaan is to capture every available turret. Use Luke as well! He is a JEDI Master, he can dodge turret fire better than anyone. Also, when he invades a turret, he hardly takes any damage when killing the Stormtrooper inside. What I liked to do was take over a turret with my troopers or Kalaanites, and then leave. It won't fire anymore, but it won't fire at you either. Next, get Luke to the Rebel Base by going as far East as you can, and then allow The Jedi Master to go over the mountains. Then use the Kalaanite AT-ST that you get from the Kalaanites to goat the turret next to the road to the Rebel base. Take it over, and hold it. When a Imperial AT-ST comes, allow the turret to blow it out of the water. It will, with minimal damage. But beware, there are 2 Stormies waiting to invade the turret when the AT-ST is destroyed. Take them out with your AT-ST or a Kalaanite trooper. Then, the rest is just getting to the Rebel Base!!

Does anyone have any tips for RETURN to Ruul, Part 2? This is the Rebel Ruul level, not the Imperial one. Any help or advice would be appreciated!

YEah I need tips on return to Ruul as well, the Rebel Part. I am going to try to just rush troops at the convoy to get the general to turn red then run out as fast as possible. Hopefully that will boost my command points so I can get a large enough force to make my way to the pick up point.

That is the way to do it, Stormtripper! All I did to beat RTR1 was use my infantry as a diversionary tactic on the walkers and then parked my TR-MB right in front of the convoy. They walked right up to me and Tulon turned red. I got him into the TR-MB and had it drive directly to the LZ. By the time the walkers finished with my troops I was too far away for them to catch up. When I got to the LZ the TR-MB had only taken minimal damage. It lost shields and was down to 893, but that's good. I didn't even try to get the dignitary, and still ended up with plenty of CP's.

Me and Commander Horn are stuck on the same level. Return to Ruul, Part 2 is a *****. I love how the game designers thought it would be fair to have a handful of Rebel Commandos to rush, take over and exploit 2 Imperial Bases. They didn't give us any tanks, hovertanks, or even air support. I know that it is possible to beat this level, but it is very unfair. Even the Imperial Levels were not this handicapped toward one side. If they gave me 1 Command Center instead of the stupid TR-MB, I would destroy those "Bucketheads!" But I know there are you FC gurus out there that have beaten it.

Darth Saber, I don't think I did it the way I was supposed to but I finished Return to Ruul Pt2. I came just SE of the starting point and held up there for a while. I defended myself by having the troopers hide behind a ridge and fire grenades at the AT-STs etc. I slowly built up extra troopers and then made my way South along a mountain. After fighting stormtroopers and rebuilding, I massed as many troopers as I could at the South end of the mountain ridge. All the while I was still fighting AT-STs and AT-PTs up North. When I was at my maximum unit count, I rushed the Computer Complex directly South. Reinforcements (for the Empire) arrive a lot. I gathered more troops and Tulon and followed the ridge and got him inside. You have to hold the Complex for 4 minutes after he gets inside and that's tough. Just keep the reinforcements coming and pray.
I'm sure there is a better way, this level was the hardest one for me so far and I'm about three levels further. I took over the turrets by the complex but the Empire destroyed them or took them back.

Thanks Commander Horn! I had to take out the stormtroopers first so they wouldn't stun Tulon then waste him. after they were out of the picture I distracted the AT-STs long enough to get Tulon over a hill to the TRMB and ran like heck to the pick up.

Part 2 is tough. I really wish they would get rid of the TRMB. I would much rather be able to build defensive turrets to stop the bum rushing of AT-STs and speeder bikes. I wish the Imp forces were this tough when I was commanding them.

I am going to try the hide in the hills and toss grenades technique. It has worked before. I just really wish I could at least get some tanks.

I have a few questions - I would be extremely grateful if somebody could answer them.

(1) Where is the Rebel command centre and airfield? If I'm going to have a chance of getting the drill before the darn volcano blows, I'm sure I need to bomb the airfield to get rid of those ******* speeders!

(2) Does the timer stop when you capture the drill, or when you get Dellis inside it?

(3) Is it better to build turrets around the base or just to guard it with walkers?

(4) When I go up to the drill, should I take a couple of troop carriers with me - full of troops - along with AT-STs, barge through the defenses, and capture the drill with the troops, or should I use the AT-STs to take out all the defenses and then bring the troop cars in?

(5) Any good strategies? A guide to the level would be most appreciated.

1) there is an airfield right next to the volcano in the back. I took AT-Sts, troopers, mobile artillery and At-AAs up the walkway. The AT-AAs fought off the speeders until the artillery could blow the airfield. From there, the AT-Sts took over.

2) Dellis must get inside to stop the timer.

3)Build turrets and use At-Sts

4)AT-PTs are better, there are a bunch of heavy troopers that line the Walway at the top of the volcano. Use the At-ppts to take them out, take care of all the ZRebel tanks, then bring in the stormtroopers. This way you lose less troopers.

I found Saripan 2 quite easy, you just have to remember that you can take your time even though it is a timed leval for the first paert. I called down turret control and got some turrets, and then i got air control and got the TIE fighters to take out all the rebal troopers on top of the Volcano. I then just went up to the top of it with AT-STs and AT-AAs as well as 1 full troop carrier and Dellis. I managed to capture the Drill in just over half the alloted time and then after thats done the rest of the mission is just a time consuming clear up job. i hope this helps,

Major problems, guys. I'm on Return to Ruul Pt. 1, the mission where you rescue Tulon. Well, I rescued Tulon, killed all but one AT-PT of his escort, and zipped him to the Evacuation Point. I killed all the Imperials harassing that spot, and unloaded Tulon. He stepped on the big green evac icon... and nothing happened. I even put him in a vehicle, ran over the point... brought the TR-MB down... still the mission won't end. What's the matter?

Congratualtions, BobaNet. Any final observations? A favorite/least favorite mission? Oh, BTW. Read on Page 3 about how Return to Ruul Pt. 1 wouldn't end. I got Tulon, had him turn red, and easily maneuvered to the Evac point. It would end the mission! According to my Objectives screen, I hadn't even rescued Tulon! I got fed up and restarted the mission. Took me 7 minutes the 2nd time through.

Any help from anybody on Redemption at Abdridon Pt2 would be greatly appreciated!!! They give you 3 scanner jammers, 2 transports, and one hovertank to take on about 20 AT-STs and AT-PTs and more turrets!!! No command center or mobile one so there is no way to call down reinforcements!!